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<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.TilesetReader.tileset_tree</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">from ..Common import GeometryNode, GeometryTree
from .tile_to_feature import TileToFeatureList


class TilesetTree(GeometryTree):

    def __init__(self, tileset, tileset_paths, geometric_errors=[None, None, None]):
        root_tile = tileset.get_root_tile()

        root_nodes = list()
        for i, tile in enumerate(root_tile.attributes[&#39;children&#39;]):
            offset = tile.get_transform()[12:15]
            root_node, depth = self.tile_to_node(tile, tileset_paths[i], offset, geometric_errors)
            root_nodes.append(root_node)

        super().__init__(root_nodes)

    def tile_to_node(self, tile, tileset_path, offset, geometric_errors=[None, None, None]):
        &#34;&#34;&#34;
        Create a GeometryNode and its children from tiles.
        The geometric error of the nodes depends on their depth in the tileset hierarchy.
        A node should always have a lower geometric error than its parent.
        The root of the tree should have the highest geometric error and the leaves the lowest geometric error.
        :param tile: the tile to convert to node
        :param tileset_path: the path of the original tileset of the tile
        :param offset: the offset used to translate the features of this tile
        :param geometric_errors: if not None, use the geometric error of the current depth to overwrite the tile geometric error

        :return: a GeometryNode, an Int
        &#34;&#34;&#34;
        children_depth = 0
        children = list()
        if &#39;children&#39; in tile.attributes and len(tile.attributes[&#39;children&#39;]) &gt; 0:
            for child in tile.attributes[&#39;children&#39;]:
                child, child_depth = self.tile_to_node(child, tileset_path, offset, geometric_errors)
                children.append(child)
                children_depth = child_depth if child_depth &gt; children_depth else children_depth

        i = children_depth if children_depth &lt; len(geometric_errors) else len(geometric_errors) - 1
        geometric_error = tile.attributes[&#34;geometricError&#34;] if geometric_errors[i] is None else geometric_errors[i]

        feature_list = TileToFeatureList(tile, tileset_path)
        feature_list.translate_features(offset)
        node = GeometryNode(feature_list, geometric_error, with_texture=True)
        node.set_child_nodes(children)

        return node, children_depth + 1</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.TilesetReader.tileset_tree.TilesetTree"><code class="flex name class">
<span>class <span class="ident">TilesetTree</span></span>
<span>(</span><span>tileset, tileset_paths, geometric_errors=[None, None, None])</span>
</code></dt>
<dd>
<div class="desc"><p>The GeometryTree contains a list of GeometryNode instances.
Those instances are the root nodes of a tree.
The GeometryTree also contains the centroid of the root nodes.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class TilesetTree(GeometryTree):

    def __init__(self, tileset, tileset_paths, geometric_errors=[None, None, None]):
        root_tile = tileset.get_root_tile()

        root_nodes = list()
        for i, tile in enumerate(root_tile.attributes[&#39;children&#39;]):
            offset = tile.get_transform()[12:15]
            root_node, depth = self.tile_to_node(tile, tileset_paths[i], offset, geometric_errors)
            root_nodes.append(root_node)

        super().__init__(root_nodes)

    def tile_to_node(self, tile, tileset_path, offset, geometric_errors=[None, None, None]):
        &#34;&#34;&#34;
        Create a GeometryNode and its children from tiles.
        The geometric error of the nodes depends on their depth in the tileset hierarchy.
        A node should always have a lower geometric error than its parent.
        The root of the tree should have the highest geometric error and the leaves the lowest geometric error.
        :param tile: the tile to convert to node
        :param tileset_path: the path of the original tileset of the tile
        :param offset: the offset used to translate the features of this tile
        :param geometric_errors: if not None, use the geometric error of the current depth to overwrite the tile geometric error

        :return: a GeometryNode, an Int
        &#34;&#34;&#34;
        children_depth = 0
        children = list()
        if &#39;children&#39; in tile.attributes and len(tile.attributes[&#39;children&#39;]) &gt; 0:
            for child in tile.attributes[&#39;children&#39;]:
                child, child_depth = self.tile_to_node(child, tileset_path, offset, geometric_errors)
                children.append(child)
                children_depth = child_depth if child_depth &gt; children_depth else children_depth

        i = children_depth if children_depth &lt; len(geometric_errors) else len(geometric_errors) - 1
        geometric_error = tile.attributes[&#34;geometricError&#34;] if geometric_errors[i] is None else geometric_errors[i]

        feature_list = TileToFeatureList(tile, tileset_path)
        feature_list.translate_features(offset)
        node = GeometryNode(feature_list, geometric_error, with_texture=True)
        node.set_child_nodes(children)

        return node, children_depth + 1</code></pre>
</details>
<h3>Ancestors</h3>
<ul class="hlist">
<li><a title="py3dtilers.Common.geometry_tree.GeometryTree" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree">GeometryTree</a></li>
</ul>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.TilesetReader.tileset_tree.TilesetTree.tile_to_node"><code class="name flex">
<span>def <span class="ident">tile_to_node</span></span>(<span>self, tile, tileset_path, offset, geometric_errors=[None, None, None])</span>
</code></dt>
<dd>
<div class="desc"><p>Create a GeometryNode and its children from tiles.
The geometric error of the nodes depends on their depth in the tileset hierarchy.
A node should always have a lower geometric error than its parent.
The root of the tree should have the highest geometric error and the leaves the lowest geometric error.
:param tile: the tile to convert to node
:param tileset_path: the path of the original tileset of the tile
:param offset: the offset used to translate the features of this tile
:param geometric_errors: if not None, use the geometric error of the current depth to overwrite the tile geometric error</p>
<p>:return: a GeometryNode, an Int</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def tile_to_node(self, tile, tileset_path, offset, geometric_errors=[None, None, None]):
    &#34;&#34;&#34;
    Create a GeometryNode and its children from tiles.
    The geometric error of the nodes depends on their depth in the tileset hierarchy.
    A node should always have a lower geometric error than its parent.
    The root of the tree should have the highest geometric error and the leaves the lowest geometric error.
    :param tile: the tile to convert to node
    :param tileset_path: the path of the original tileset of the tile
    :param offset: the offset used to translate the features of this tile
    :param geometric_errors: if not None, use the geometric error of the current depth to overwrite the tile geometric error

    :return: a GeometryNode, an Int
    &#34;&#34;&#34;
    children_depth = 0
    children = list()
    if &#39;children&#39; in tile.attributes and len(tile.attributes[&#39;children&#39;]) &gt; 0:
        for child in tile.attributes[&#39;children&#39;]:
            child, child_depth = self.tile_to_node(child, tileset_path, offset, geometric_errors)
            children.append(child)
            children_depth = child_depth if child_depth &gt; children_depth else children_depth

    i = children_depth if children_depth &lt; len(geometric_errors) else len(geometric_errors) - 1
    geometric_error = tile.attributes[&#34;geometricError&#34;] if geometric_errors[i] is None else geometric_errors[i]

    feature_list = TileToFeatureList(tile, tileset_path)
    feature_list.translate_features(offset)
    node = GeometryNode(feature_list, geometric_error, with_texture=True)
    node.set_child_nodes(children)

    return node, children_depth + 1</code></pre>
</details>
</dd>
</dl>
<h3>Inherited members</h3>
<ul class="hlist">
<li><code><b><a title="py3dtilers.Common.geometry_tree.GeometryTree" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree">GeometryTree</a></b></code>:
<ul class="hlist">
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_all_objects" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_all_objects">get_all_objects</a></code></li>
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_centroid" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_centroid">get_centroid</a></code></li>
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_leaf_nodes" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_leaf_nodes">get_leaf_nodes</a></code></li>
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_leaf_objects" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_leaf_objects">get_leaf_objects</a></code></li>
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_number_of_nodes" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_number_of_nodes">get_number_of_nodes</a></code></li>
<li><code><a title="py3dtilers.Common.geometry_tree.GeometryTree.get_root_objects" href="../Common/geometry_tree.html#py3dtilers.Common.geometry_tree.GeometryTree.get_root_objects">get_root_objects</a></code></li>
</ul>
</li>
</ul>
</dd>
</dl>
</section>
</article>
<nav id="sidebar">
<h1>Index</h1>
<div class="toc">
<ul></ul>
</div>
<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers.TilesetReader" href="index.html">py3dtilers.TilesetReader</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.TilesetReader.tileset_tree.TilesetTree" href="#py3dtilers.TilesetReader.tileset_tree.TilesetTree">TilesetTree</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.TilesetReader.tileset_tree.TilesetTree.tile_to_node" href="#py3dtilers.TilesetReader.tileset_tree.TilesetTree.tile_to_node">tile_to_node</a></code></li>
</ul>
</li>
</ul>
</li>
</ul>
</nav>
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